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Streinger

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Everything posted by Streinger

  1. A little something I made to increase the weapon selection for talibans in my Mission;Afghanistan mod.
  2. Although the monster called Real Life has it's claws firmly clenched around all the members of the modding team, some good news; Cobaka announced LOV APC to be finished soon, Giwex is working on two missions at the same time and both are almost done, I made yet another Taliban-used weapon...PKM in 7,62x54R cal... Not very detailed weapon, certainly not the most beautiful weapon I ever did, but it will serve it's purpose... Still have to delete some faces to reduce polycount..right now it's a bit high, some 3000...I can probabaly knock it down to 2500...
  3. Here's my problem; I tried to change class names of regular soldiers. I was able to rename all classes to "rifleman", except "demo" class...although above soldier's name, when selected, his class is displayed as "rifleman", down in the roster, where all 12 solders are listed, last two still show as "demo". Anyone had the same problem and knows the solution....?
  4. Well, I'll keep all the weapons and vehicles (actually just M577 APC)...someone would have to make characters ...I'm not that good at making custom characters from scratch.
  5. Well, to make such mod as it was intended, we needed new maps, and found no map modders willing to jump aboard...and without new maps...need I say more?
  6. I'm afraid both of the mods mentioned (as well as most of the mods these days) require both expansions in order to work. Try installing and activating both official expansions and see what happens...my guess is it should work..
  7. As for re-packling the mod to a Mac compatible form, sure, go ahead, as long as nothing else get's changed. As for Aliens mod, I'm sorry to say, it's been dropped....
  8. My scripting skill is next to nothing, but I do know it's possible to hide/unhide actor, which would make the Predator appear and dissapear...it's also possible to make fully invisible or translucent, but still barely visible skins (simple alfa-channeling the texture). My character making skills are medioca, I could make human characters, but would rather leave it to someone more experienced to try and make the Predator character. Weapon..I can make them no problem. I can also comprise new combat model .xml that would make the Predator almost impervious to human weapons, yet weapons itself wouldn't have to be tweaked. Now, what to do with predator's melee weapons, I haven't the foggiest... But first, I want to finish and release my mod...
  9. @Chems; your support Blackhawk worked great, as the chopper flies over, the door gunners are hosing down tangos with their FN-MAGs... @Snow, that's strange, we never had that problem on my ASLAV. The crew loaded was turning on their ^shotgun points so to aim at the tangos.
  10. Well, Cobaka mentioned the pick-up was a part of geometry on one of his maps, and he converted it into a usable vehicle...I really don't know who is the author of "Lakeside" map, so can't really tell if that's the one...
  11. More good news on mod's development; Cobaka came trough not only by making the map for the mod, but also by making a few nice vehicles. Here are a few screenshots of an old pick-up rigged up as a car bomb...obviously, this one will be used by talibans in their attacks....this baby has a blast radius of over 20m, so keep your distance intact... begining of an explosion... KA-BOOM... and the wreckage.... Apart from this enemy used vehicle, stand by for more screnies of Croatian MP Land Rover, US Apache chopper and more... PS:and there might even be another map....
  12. Not any more or less common then, say, a molotov cocktail, where you try to burn the crew alive (rather then decapitate them with a wire), or an antenna bomb, a variant of an anti-vehicle land mine, buth rather then having a step-on activating fuse, this one has an antenna looking trigger that activates the mine when it's tilted. You place it in the middle of the road (rather then having to aproximate where the vehicle's wheel/track would pass for the regular mine), and as the vehicle passes over the mine, it tilts the antenna looking trigger (that looks much like a long blade of grass), and the mine detonates, launching a plate of volfram enriched steel trough the belly of the vehicle. Both the plate and pieces of vehicle's belly then fragments into deadly shrapnels that shreads the crew...sorry for being so graffic
  13. Now that you mentioned it @Snow, maybe the solution would be to mirror all the bones...but you probably did that. If by any chance you mirrored just the hand/arm bones, that might be the problem.
  14. To the best of my knowledge; no. Character models are animated by "GR Bones" utility, which is right handed by default.
  15. There has to be "French Army Mod" in the download section (although I think it might be listed under it's original, french name..Armee Francaise or something close to it. It has great selection of french weapons and characters/skins...
  16. Maybe this can help you up? I did these for Op.Stabilise, back in the glory days...the one you are looking for might be the one in the middle; Pindad SS1-V2, a shortened, carbine version.
  17. You are probabaly getting tyred with this by now...but there's another Afghan rebel character...
  18. As promissed, another Afghan rebel character:
  19. Somebody once said you can never had enough distinctly looking tangos to shoot at...so here's another Afghan rebel chr for my upcoming mod; More screenies here!
  20. @WP33, what you've done sounds bloody great. It was the same "toe-kill" that bothered me so much, so I started playing with combat xml to make something more realistic. Still, I decided to do it trough using 4 level setting already implemented in GR, and adjusting my armour to existing GR weapons, so I guess that makes it a bit more usable with other mods. As for 7,62x39...I wouldn't call it "anemic"...during the war, I've seen what that round can do more times then I care to rememeber. I agree with everything else you stated, armour- wise. @Hoak, it all depends on the progress of my mod...I'd like my new xml to has it's first release in my mod, if you can understand that. If for any reason the progress of my mod slows down significantly, I'll probably release the xml or pass it over to someone to implement in some other mod. But your mod sounds good, and I'm proud that you consider my xml to bee good enough to be in it. Let me know when you reach final compiling stage and I'll have my people to have a beer with your people so we'll work something out...
  21. Hey, those F88 Steyr rifles looks somewhat familliar....
  22. I understand Danish troops use Diemaco rifles...I got some laying around if anyone needs one for, say, Danish operatives mod?
  23. Wow, and did you call her back the next day? ← No, but I told her I'd still respect her in the morning....
  24. Thanks, mate It was getting painfully clear to me that my aproach won't work, and I'll have to put aside more important characters I was making for the mod, and make my invisible character in 3DSMax myself...you just saved me some work. The point of making the invisible character was just so we can stage one intro animation, where we wanted certain soldiers to shoot at certain direction, without any (visible) target standing there... Although that invisible sucker turned out to be such a pain that I'm thinking of scripting him making love to Wonder Woman on top of the Justice League building, just as horny Superman flies over....
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